Choco-Mage (3.5e Class)

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Chocobos are magical masters, using the arcane magics used by wizards and sorcerers, as well as some chocobo magic of their own. All of the following are class features of the Choco-Mage.

Weapon and Armor Proficiency: Choco-Mages are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a choco-mage’s gestures, which can cause his spells with somatic components to fail.

Spells: A choco-mage casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

To learn or cast a spell, a choco-mage must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a choco-mage’s spell is 10 + the spell level + the choco-mage’s Wisdom modifier.

Like other spellcasters, a choco-mage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Choco-Mage. In addition, he receives bonus spells per day if he has a high Wisdom score.

A choco-mage’s selection of spells is extremely limited. A choco-mage begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new choco-mage level, he gains one or more new spells, as indicated on Table: Choco-Mage Spells Known. (Unlike spells per day, the number of spells a choco-mage knows is not affected by his Wisdom score; the numbers on Table: Choco-Mage Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the choco-mage has gained some understanding of by study. The choco-mage can’t use this method of spell acquisition to learn spells at a faster rate, however.

Upon reaching 3rd level, and at every odd-numbered choco-mage level after that (5th, 7th, and so on), a choco-mage can choose to learn a new spell in place of one he already knows. In effect, the choco-mage “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level choco-mage spell the choco-mage can cast. A choco-mage may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Unlike a wizard or a cleric, a choco-mage need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

Table: Choco-Mage Spells Known

Level

Spells Known

0

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

4

2

—

—

—

—

—

—

—

—

2nd

5

3

—

—

—

—

—

—

—

—

3rd

5

3

1

—

—

—

—

—

—

—

4th

6

4

2

—

—

—

—

—

—

—

5th

6

4

2

1

—

—

—

—

—

—

6th

7

5

3

2

—

—

—

—

—

—

7th

7

5

3

2

1

—

—

—

—

—

8th

8

5

4

3

2

—

—

—

—

—

9th

8

5

4

3

2

1

—

—

—

—

10th

9

5

5

4

3

2

—

—

—

—

11th

9

5

5

4

3

2

1

—

—

—

12th

9

5

5

4

4

3

2

—

—

—

13th

9

5

5

4

4

3

2

1

—

—

14th

9

5

5

4

4

4

3

2

—

—

15th

9

5

5

4

4

4

3

2

1

—

16th

9

5

5

4

4

4

3

3

2

—

17th

9

5

5

4

4

4

3

3

2

1

18th

9

5

5

4

4

4

3

3

3

2

19th

9

5

5

4

4

4

3

3

3

3

20th

9

5

5

4

4

4

3

3

3

3

Bonus Feats: At 1st, 8th, and 16th, a choco-mage gains a bonus feat. At each such opportunity, he can choose a metamagic feat or an item creation feat. The choco-mage must still meet all prerequisites for a bonus feat, including caster level minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The choco-mage is not limited to the categories of item creation feats or metamagic feats when choosing these feats.

Choco Ball (Sp): At 2nd level, a choco-mage gains the ability to cast magic missile at half his caster level once per day as a spell-like ability. Every third level after that (5th, 8th, 11th, 14th, 17th, and 20th) the chocobo gains one additional daily use of the Choco Ball ability.

Choco Element (Sp): At level 8, the choco-mage gains a spell-like ability that is derived from the color chosen for the scaling bonus at that level. The spell-like ability is usable once per day and one additional time per day each third level after 8th (11th, 14th, 17th, and 20th). The abilities gained acording to color and the description for each are listed below.

Unlike other chocobo colors, Black, Gold, and Gray chocobos may choose which ability they gain from any of the following except improved choco cure.

Choco Frost: Evocation [ Cold ]; V, S; 1 standard action; Close range; See text; Instantaneous or 1 round/level, see text; Reflex half, see text; Spell Resistance applicable
Obtained by: Dark Blue, Light Blue
The chocobo creates a frigid globe of cold energy that streaks from its wings to the location it selects, where it explodes in a 10-foot-radius burst, dealing 1d6 points of cold damage per two caster levels (maximum 10d6) to each creature in the area. An elemental (water) creature instead takes 1d8 points of cold damage per two caster levels (maximum 10d8).
If the globe of cold energy strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area equal to 100 square feet (a 10- foot square) per two caster levels (maximum 1,000 square feet). This ice lasts for 1 round per caster level. Creatures that were swimming on the surface of frozen water become trapped in the ice. Attempting to break free is a full-round action. A trapped creature must make a DC 25 Strength check or a DC 25 Escape Artist check to do so.
You can refrain from firing the globe after completing the spell, if you wish. Treat this as a touch spell for which you are holding the charge. You can hold the charge for as long as 1 round per level, at the end of which time the globe of cold energy bursts centered on you (and you receive no saving throw to resist its effect). Firing the globe in a later round is a standard action.

Choco Meteor: Conjuration (Creation); V, S; 1 standard action; Close range; 20-ft. burst; Instaneous duration; Reflex Half; Spell Resistance applicable
Obtained by: Red
The chocobo conjures a flaming comet of molten rock that immediately falls to the ground, dealing 1d6 points of fire damage per two levels of choco-mage (maximum 10d6) to everying thing in the area. The force of the comet can also knock creatures over. Creature who fail their Reflex save are knocked prone. A creature that succeeds on its saving throw takes half damage from the comet and is not knocked down.
This spell must be cast in an area with at least 20 feet of vertical space above the point of impact. If there is not 20 feet of space, the spell fails.

Choco Screech: Evocation [ Sonic ]; V, S; 1 standard action; 60 ft. range; Cone-shaped burst; Instantaneous duration; Fortitude partial or Reflex negates (object), see text; Spell Resistance applicable (object)
Obtained by: White
The chocobo emits an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is stunned for 1 round and deafened for 4d6 rounds, and takes 1d6 points of sonic damage per two levels of choco-mage (maximum 10d6) (or 1d6 points of sonic damage per caster level, maximum 20d6, against exposed brittle or crystalline objects or crystalline creatures). A creature in the area of the cone can negate the stunning and halve both the damage and the duration of the deafness with a successful Fortitude save. A creature holding vulnerable objects can attempt a Reflex save to negate the damage to those objects.

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